TombEngine/TombEngine/Game/Lara/lara_basic.cpp
Lwmte 12663c7ce2 OIS input system (#556)
* Work

* Add ois.lib

* Add OIS headers/libs to project

* Fix small mistakes

* Update input.cpp

* Update input.cpp

* Update input.cpp

* Remove unnecessary event handlers as we are using direct polling

* Fix numpad controls not polling

* Enclose all input code under namespace, provide debug OIS lib variation

* Fix incorrect inventory call binding, add pause to control dialog

* Deselect by pushing inventory button as well, fix crossbow ammo string draw

* Demagic NUM_CONTROLS

* Verbose input init logging

* Calibrate and properly register movement analog axis input

* Fix crash when empty string is being displayed

* Initialize vibration interface, if it exists

* Register keyboard directional input as analog axis input as well

* Fix statistics exiting

* Fix weird UpdateInput call

* Copy current layout to configuration

* Fix issues with saving controls

* Register axis values for POVs too

* Register several POV directions at once

* Increase deadzone a bit

* Simplify enums

* Update input.cpp

* Move includes out of input.h

* Bump deadzone even further as it seems xbox controllers have massive axis errors

* Prevent event spamming in case OIS polling failed

* Destroy input system on exit, cosmetic changes

* Take deadzone into account when normalizing axis values

* Update TombEngine.vcxproj

* Resolve small precision loss in axis normalizing

* Clean up unused control constants and enums

* Update input.h

* Demagic InputActions enum

* Render pause menu header

* Introduce helper functions to modulate Lara turn rates and begin replacements

* Make turn directions explicit

* Conduct remaining replacements of turn rate modulations

* Update lara_helpers.cpp

* Add smoothstep function to math library

* Use scaled axis value for true analog input

* Update input.cpp

* Add Joey's camera rotation from old branch

* Fix camera not going back to previous position when stick is released

* Simplify ModulateLaraTurnRate()

* Widen look angle

* Avoid collisions with actions bound to non-directional axis

* Small tidying

* Remove unused header

* Remove copypasted code

* Mask flare animation

* Rename 5th and 6th axis to LT/RT

* Prototype force feedback support

* Add directional rumble support (probably XInput-only)

* Shake controller on startup if supports vibration

* Update OIS libs to support XInput FF

* Simplify ModulateLaraTurnRate()

* Update player modulation functions; simplify turning, leaning, and flexing in state functions; lara.h cleanup

* Update Win32ForceFeedback.h

* Fix crawl flex function

* Revert "Update Win32ForceFeedback.h"

This reverts commit aa7099ed5b.

* Update OIS libs

* Add options for thumbstick camera and vibration

* Make use of autotarget option

* Display NON-SCREAMING names in controls, add hack to cancel axis value on both right+left input events

* Remove useless control hacks for simultaneous directional input

* Delete ten_itemdata_generated.h

* Add scroll lock to bindable controls

* Update input.cpp

* Update input.cpp

* Make input device namings consistent

* Bring back IN_SELECT override

* Fix crashing on startup and some other bugs

* Add rumble to some in-game events

* Add some more vibration events, stop them when going to menus

* Some changes to rumble power

* Add rumble for rocket/grenade launchers and explosive damage

* Add rumble for screen shake effect

* Fix 2 mistakes in inventory strings

* Rumble for camera more precisely

* Fix debounce in binocular mode

* Update camera.cpp

* Add HK lasersight rumble

* Simplify ModulateLaraLean()

* Update input.cpp

* Fix crawl flex modulation(?)

* Add slight rumble to harpoon and crossbow fire

* Remove the confusing counteracting turn rate reset in favour of something simpler

* Simplify turn rate reset input checks; leanup

* Clamp turn rate axis coeff when airborne

* Remove empty line

* Simplify a function

* Cleanup

* Fix rumble being constant

* Use shorter rumble time for shooting guns

* Fix single arm shooting

* Fix leaning left with joystick; clamp crawl flex max; tweak walk lean max; cleanup

* Don't do too long splat and jump smash vibrations

* Cancel turn rate when exiting water, grabbing ledge, or doing a splat

* Rename function

* Move ModulateLaraTurnRateY() callsin crawl and crouch turn states

* Reset turn rate when performing crawl vault

* Convert all health decrease events to DoDamage calls

* Remove SpasmEffectCount and unify touching with DoDamage

* Give specific time delay before sprint jump is possible

* Don't rumble on zero damage

* Reorder input pipeline to prevent left+right collisions

* Rename shady global

* Rumble when breaking neck in swandive

* Update lara_jump.cpp

* Don't vibrate on soft splat

* Fix combine item text alignment

* Vibrate in settings only if setting was changed

* Pulse gamepad on critical health condition

* Don't get out of water into objects

* Add critical air constant

Co-authored-by: Sezz
2022-06-25 23:53:58 +10:00

2430 lines
56 KiB
C++

#include "framework.h"
#include "Game/Lara/lara_basic.h"
#include "Game/animation.h"
#include "Game/camera.h"
#include "Game/collision/collide_room.h"
#include "Game/health.h"
#include "Game/items.h"
#include "Game/Lara/lara.h"
#include "Game/Lara/lara_tests.h"
#include "Game/Lara/lara_collide.h"
#include "Game/Lara/lara_slide.h"
#include "Game/Lara/lara_monkey.h"
#include "Game/Lara/lara_helpers.h"
#include "Game/pickup/pickup.h"
#include "Sound/sound.h"
#include "Specific/input.h"
#include "Specific/level.h"
#include "Specific/setup.h"
#include "Flow/ScriptInterfaceFlowHandler.h"
using namespace TEN::Input;
// ------------------------------
// BASIC MOVEMENT & MISCELLANEOUS
// Control & Collision Functions
// ------------------------------
// --------------
// MISCELLANEOUS:
// --------------
void lara_void_func(ItemInfo* item, CollisionInfo* coll)
{
return;
}
void lara_default_col(ItemInfo* item, CollisionInfo* coll)
{
auto* lara = GetLaraInfo(item);
lara->Control.MoveAngle = item->Pose.Orientation.y;
coll->Setup.LowerFloorBound = STEPUP_HEIGHT;
coll->Setup.UpperFloorBound = -STEPUP_HEIGHT;
coll->Setup.LowerCeilingBound = 0;
coll->Setup.BlockFloorSlopeDown = true;
coll->Setup.BlockFloorSlopeUp = true;
coll->Setup.ForwardAngle = lara->Control.MoveAngle;
GetCollisionInfo(coll, item);
LaraResetGravityStatus(item, coll);
}
void lara_as_special(ItemInfo* item, CollisionInfo* coll)
{
Camera.flags = CF_FOLLOW_CENTER;
Camera.targetAngle = ANGLE(170.0f);
Camera.targetElevation = -ANGLE(25.0f);
}
void lara_as_null(ItemInfo* item, CollisionInfo* coll)
{
coll->Setup.EnableObjectPush = false;
coll->Setup.EnableSpasm = false;
}
void lara_as_controlled(ItemInfo* item, CollisionInfo* coll)
{
auto* lara = GetLaraInfo(item);
lara->Control.CanLook = false;
coll->Setup.EnableObjectPush = false;
coll->Setup.EnableSpasm = false;
if (item->Animation.FrameNumber == g_Level.Anims[item->Animation.AnimNumber].frameEnd - 1)
{
lara->Control.HandStatus = HandStatus::Free;
if (UseForcedFixedCamera)
UseForcedFixedCamera = 0;
}
}
void lara_as_controlled_no_look(ItemInfo* item, CollisionInfo* coll)
{
auto* lara = GetLaraInfo(item);
lara->Control.CanLook = false;
coll->Setup.EnableObjectPush = false;
coll->Setup.EnableSpasm = false;
}
// State: LS_VAULT (164),
// LS_VAULT_2_STEPS (165), LS_VAULT_3_STEPS (166),
// VAULT_1_STEP_CROUCH (167), VAULT_2_STEPS_CROUCH (168), VAULT_3_STEPS_CROUCH (169)
// Collision: lara_void_func()
void lara_as_vault(ItemInfo* item, CollisionInfo* coll)
{
auto* lara = GetLaraInfo(item);
lara->Control.CanLook = false;
coll->Setup.EnableObjectPush = false;
coll->Setup.EnableSpasm = false;
EaseOutLaraHeight(item, lara->ProjectedFloorHeight - item->Pose.Position.y);
ApproachLaraTargetOrientation(item, lara->TargetOrientation, 2.5f);
item->Animation.TargetState = LS_IDLE;
}
// State: LS_AUTO_JUMP (62)
// Collision: lara_as_jump_prepare()
void lara_as_auto_jump(ItemInfo* item, CollisionInfo* coll)
{
auto* lara = GetLaraInfo(item);
lara->Control.CanLook = false;
coll->Setup.EnableObjectPush = false;
coll->Setup.EnableSpasm = false;
ApproachLaraTargetOrientation(item, lara->TargetOrientation, 2.5f);
}
// ---------------
// BASIC MOVEMENT:
// ---------------
// State: LS_WALK_FORWARD (0)
// Collision: lara_col_walk_forward()
void lara_as_walk_forward(ItemInfo* item, CollisionInfo* coll)
{
auto* lara = GetLaraInfo(item);
lara->Control.Count.Run++;
if (lara->Control.Count.Run > (LARA_RUN_JUMP_TIME / 2 + 4))
lara->Control.Count.Run = LARA_RUN_JUMP_TIME / 2 + 4;
if (item->HitPoints <= 0)
{
item->Animation.TargetState = LS_DEATH;
return;
}
// TODO: Implement item alignment properly someday. @Sezz 2021.11.01
if (lara->Control.IsMoving)
return;
if (TrInput & (IN_LEFT | IN_RIGHT))
{
ModulateLaraTurnRateY(item, LARA_TURN_RATE_ACCEL, 0, LARA_SLOW_MED_TURN_RATE_MAX);
ModulateLaraLean(item, coll, LARA_LEAN_RATE / 6, LARA_LEAN_MAX / 2);
}
if (TrInput & IN_FORWARD)
{
auto vaultResult = TestLaraVault(item, coll);
if (TrInput & IN_ACTION && vaultResult.Success)
{
item->Animation.TargetState = vaultResult.TargetState;
SetLaraVault(item, coll, vaultResult);
return;
}
else if (lara->Control.WaterStatus == WaterStatus::Wade)
item->Animation.TargetState = LS_WADE_FORWARD;
else if (TrInput & IN_WALK) USE_FEATURE_IF_CPP20([[likely]])
item->Animation.TargetState = LS_WALK_FORWARD;
else
item->Animation.TargetState = LS_RUN_FORWARD;
return;
}
item->Animation.TargetState = LS_IDLE;
}
// State: LA_WALK_FORWARD (0)
// Control: lara_as_walk_forward()
void lara_col_walk_forward(ItemInfo* item, CollisionInfo* coll)
{
auto* lara = GetLaraInfo(item);
lara->Control.MoveAngle = item->Pose.Orientation.y;
item->Animation.Airborne = false;
item->Animation.VerticalVelocity = 0;
coll->Setup.LowerFloorBound = STEPUP_HEIGHT;
coll->Setup.UpperFloorBound = -STEPUP_HEIGHT;
coll->Setup.LowerCeilingBound = 0;
coll->Setup.BlockFloorSlopeUp = true;
coll->Setup.BlockFloorSlopeDown = true;
coll->Setup.BlockDeathFloorDown = true;
coll->Setup.ForwardAngle = lara->Control.MoveAngle;
GetCollisionInfo(coll, item);
if (TestLaraHitCeiling(coll))
{
SetLaraHitCeiling(item, coll);
return;
}
if (TestLaraFall(item, coll))
{
SetLaraFallAnimation(item);
return;
}
if (TestLaraSlide(item, coll))
{
SetLaraSlideAnimation(item, coll);
return;
}
if (TestAndDoLaraLadderClimb(item, coll))
return;
if (LaraDeflectEdge(item, coll))
{
item->Animation.TargetState = LS_SOFT_SPLAT;
if (GetChange(item, &g_Level.Anims[item->Animation.AnimNumber]))
{
item->Animation.ActiveState = LS_SOFT_SPLAT;
return;
}
LaraCollideStop(item, coll);
}
if (TestLaraStep(item, coll) && coll->CollisionType != CT_FRONT)
{
DoLaraStep(item, coll);
return;
}
}
// State: LS_RUN_FORWARD (1)
// Collision: lara_col_run_forward()
void lara_as_run_forward(ItemInfo* item, CollisionInfo* coll)
{
auto* lara = GetLaraInfo(item);
lara->Control.Count.Run++;
if (lara->Control.Count.Run > LARA_RUN_JUMP_TIME)
lara->Control.Count.Run = LARA_RUN_JUMP_TIME;
if (item->HitPoints <= 0)
{
item->Animation.TargetState = LS_DEATH;
return;
}
if (TrInput & (IN_LEFT | IN_RIGHT))
{
ModulateLaraTurnRateY(item, LARA_TURN_RATE_ACCEL, 0, LARA_FAST_TURN_RATE_MAX);
ModulateLaraLean(item, coll, LARA_LEAN_RATE, LARA_LEAN_MAX);
}
if (TrInput & IN_JUMP || lara->Control.RunJumpQueued)
{
if (!(TrInput & IN_SPRINT) && lara->Control.Count.Run >= LARA_RUN_JUMP_TIME &&
TestLaraRunJumpForward(item, coll))
{
item->Animation.TargetState = LS_JUMP_FORWARD;
return;
}
SetLaraRunJumpQueue(item, coll);
}
if ((TrInput & IN_ROLL || (TrInput & IN_FORWARD && TrInput & IN_BACK)) &&
!lara->Control.RunJumpQueued && // Jump queue blocks roll.
lara->Control.WaterStatus != WaterStatus::Wade)
{
item->Animation.TargetState = LS_ROLL_FORWARD;
return;
}
if (TrInput & IN_CROUCH && TestLaraCrouch(item))
{
item->Animation.TargetState = LS_CROUCH_IDLE;
return;
}
if (TrInput & IN_FORWARD)
{
auto vaultResult = TestLaraVault(item, coll);
if (TrInput & IN_ACTION && vaultResult.Success)
{
item->Animation.TargetState = vaultResult.TargetState;
SetLaraVault(item, coll, vaultResult);
return;
}
else if (lara->Control.WaterStatus == WaterStatus::Wade)
item->Animation.TargetState = LS_WADE_FORWARD;
else if (TrInput & IN_WALK)
item->Animation.TargetState = LS_WALK_FORWARD;
else if (TrInput & IN_SPRINT && lara->SprintEnergy)
item->Animation.TargetState = LS_SPRINT;
else USE_FEATURE_IF_CPP20([[likely]])
item->Animation.TargetState = LS_RUN_FORWARD;
return;
}
item->Animation.TargetState = LS_IDLE;
}
// State: LS_RUN_FORWARD (1)
// Control: lara_as_run_forward()
void lara_col_run_forward(ItemInfo* item, CollisionInfo* coll)
{
auto* lara = GetLaraInfo(item);
lara->Control.MoveAngle = item->Pose.Orientation.y;
item->Animation.Airborne = false;
item->Animation.VerticalVelocity = 0;
coll->Setup.LowerFloorBound = NO_LOWER_BOUND;
coll->Setup.UpperFloorBound = -STEPUP_HEIGHT;
coll->Setup.LowerCeilingBound = 0;
coll->Setup.BlockFloorSlopeUp = true;
coll->Setup.ForwardAngle = lara->Control.MoveAngle;
GetCollisionInfo(coll, item);
LaraResetGravityStatus(item, coll);
if (TestLaraHitCeiling(coll))
{
SetLaraHitCeiling(item, coll);
return;
}
if (TestLaraFall(item, coll))
{
SetLaraFallAnimation(item);
return;
}
if (TestLaraSlide(item, coll))
{
SetLaraSlideAnimation(item, coll);
return;
}
if (TestAndDoLaraLadderClimb(item, coll))
return;
if (LaraDeflectEdge(item, coll))
{
item->Pose.Orientation.z = 0;
if (TestLaraWall(item, OFFSET_RADIUS(coll->Setup.Radius), -CLICK(2.5f)) ||
coll->HitTallObject)
{
item->Animation.TargetState = LS_SPLAT;
if (GetChange(item, &g_Level.Anims[item->Animation.AnimNumber]))
{
Rumble(0.4f, 0.15f);
item->Animation.ActiveState = LS_SPLAT;
return;
}
}
item->Animation.TargetState = LS_SOFT_SPLAT;
if (GetChange(item, &g_Level.Anims[item->Animation.AnimNumber]))
{
item->Animation.ActiveState = LS_SOFT_SPLAT;
return;
}
LaraCollideStop(item, coll);
}
if (TestLaraStep(item, coll) && coll->CollisionType != CT_FRONT)
{
DoLaraStep(item, coll);
return;
}
}
// State: LS_IDLE (2), LS_SPLAT_SOFT (170)
// Collision: lara_col_idle()
void lara_as_idle(ItemInfo* item, CollisionInfo* coll)
{
auto* lara = GetLaraInfo(item);
bool isSwamp = TestEnvironment(ENV_FLAG_SWAMP, item);
lara->Control.CanLook = ((isSwamp && lara->Control.WaterStatus == WaterStatus::Wade) || item->Animation.AnimNumber == LA_SWANDIVE_ROLL) ? false : true;
if (item->HitPoints <= 0)
{
item->Animation.TargetState = LS_DEATH;
return;
}
// Handles waterskin and clockwork beetle.
// TODO: Hardcoding.
if (UseSpecialItem(item))
return;
if (TrInput & IN_LOOK && lara->Control.CanLook)
LookUpDown(item);
// HACK.
if (BinocularOn)
return;
if (!(TrInput & IN_JUMP) || isSwamp) // JUMP locks orientation outside swamps.
{
if ((TrInput & IN_LEFT &&
!(TrInput & IN_LSTEP || (TrInput & IN_WALK && TrInput & IN_LEFT))) || // Sidestep locks orientation.
(TrInput & IN_RIGHT &&
!(TrInput & IN_RSTEP || (TrInput & IN_WALK && TrInput & IN_RIGHT))))
{
ModulateLaraTurnRateY(item, LARA_TURN_RATE_ACCEL, 0, LARA_SLOW_TURN_RATE_MAX);
}
}
if (lara->Control.WaterStatus == WaterStatus::Wade)
{
if (isSwamp)
PseudoLaraAsSwampIdle(item, coll);
else USE_FEATURE_IF_CPP20([[likely]])
PseudoLaraAsWadeIdle(item, coll);
return;
}
if (TrInput & IN_JUMP)
{
SetLaraJumpDirection(item, coll);
if (lara->Control.JumpDirection != JumpDirection::None)
item->Animation.TargetState = LS_JUMP_PREPARE;
return;
}
if (TrInput & IN_ROLL || (TrInput & IN_FORWARD && TrInput & IN_BACK))
{
item->Animation.TargetState = LS_ROLL_FORWARD;
return;
}
if (TrInput & IN_CROUCH && TestLaraCrouch(item))
{
item->Animation.TargetState = LS_CROUCH_IDLE;
return;
}
if (TrInput & IN_FORWARD)
{
auto vaultResult = TestLaraVault(item, coll);
if (TrInput & IN_ACTION && vaultResult.Success)
{
item->Animation.TargetState = vaultResult.TargetState;
SetLaraVault(item, coll, vaultResult);
return;
}
else if (TrInput & IN_WALK)
{
if (TestLaraWalkForward(item, coll))
{
item->Animation.TargetState = LS_WALK_FORWARD;
return;
}
}
else if (TrInput & IN_SPRINT && TestLaraRunForward(item, coll))
{
item->Animation.TargetState = LS_SPRINT;
return;
}
else if (TestLaraRunForward(item, coll)) USE_FEATURE_IF_CPP20([[likely]])
{
item->Animation.TargetState = LS_RUN_FORWARD;
return;
}
}
else if (TrInput & IN_BACK)
{
if (TrInput & IN_WALK)
{
if (TestLaraWalkBack(item, coll))
{
item->Animation.TargetState = LS_WALK_BACK;
return;
}
}
else if (TestLaraRunBack(item, coll)) USE_FEATURE_IF_CPP20([[likely]])
{
item->Animation.TargetState = LS_RUN_BACK;
return;
}
}
if (TrInput & IN_LSTEP || (TrInput & IN_WALK && TrInput & IN_LEFT))
{
if (TestLaraStepLeft(item, coll))
item->Animation.TargetState = LS_STEP_LEFT;
else
item->Animation.TargetState = LS_IDLE;
return;
}
else if (TrInput & IN_RSTEP || (TrInput & IN_WALK && TrInput & IN_RIGHT))
{
if (TestLaraStepRight(item, coll))
item->Animation.TargetState = LS_STEP_RIGHT;
else
item->Animation.TargetState = LS_IDLE;
return;
}
if (TrInput & IN_LEFT)
{
if (TrInput & IN_SPRINT ||
lara->Control.TurnRate <= -LARA_SLOW_TURN_RATE_MAX || TestLaraFastTurn(item))
{
item->Animation.TargetState = LS_TURN_LEFT_FAST;
}
else USE_FEATURE_IF_CPP20([[likely]])
item->Animation.TargetState = LS_TURN_LEFT_SLOW;
return;
}
else if (TrInput & IN_RIGHT)
{
if (TrInput & IN_SPRINT ||
lara->Control.TurnRate >= LARA_SLOW_TURN_RATE_MAX || TestLaraFastTurn(item))
{
item->Animation.TargetState = LS_TURN_RIGHT_FAST;
}
else USE_FEATURE_IF_CPP20([[likely]])
item->Animation.TargetState = LS_TURN_RIGHT_SLOW;
return;
}
// TODO: Without animation blending, the AFK state's
// movement lock will be rather obnoxious.
// Adding some idle breathing would also be nice. @Sezz 2021.10.31
if (lara->Control.Count.Pose >= LARA_POSE_TIME && TestLaraPose(item, coll) &&
g_GameFlow->HasAFKPose())
{
item->Animation.TargetState = LS_POSE;
return;
}
item->Animation.TargetState = LS_IDLE;
}
// TODO: Future-proof for rising water.
// TODO: Make these into true states someday? It may take a bit of work. @Sezz 2021.10.13
// Pseudo-state for idling in wade-height water.
void PseudoLaraAsWadeIdle(ItemInfo* item, CollisionInfo* coll)
{
auto* lara = GetLaraInfo(item);
if (TrInput & IN_JUMP && TestLaraJumpUp(item, coll))
{
item->Animation.TargetState = LS_JUMP_PREPARE;
lara->Control.JumpDirection = JumpDirection::Up;
return;
}
if (TrInput & IN_FORWARD)
{
auto vaultResult = TestLaraVault(item, coll);
if (TrInput & IN_ACTION && vaultResult.Success)
{
item->Animation.TargetState = vaultResult.TargetState;
SetLaraVault(item, coll, vaultResult);
return;
}
else if (TestLaraRunForward(item, coll)) USE_FEATURE_IF_CPP20([[likely]])
{
item->Animation.TargetState = LS_WADE_FORWARD;
return;
}
}
if (TrInput & IN_BACK && TestLaraWalkBack(item, coll))
{
item->Animation.TargetState = LS_WALK_BACK;
return;
}
if (TrInput & IN_LSTEP || (TrInput & IN_WALK && TrInput & IN_LEFT))
{
if (TestLaraStepLeft(item, coll))
item->Animation.TargetState = LS_STEP_LEFT;
else
item->Animation.TargetState = LS_IDLE;
return;
}
else if (TrInput & IN_RSTEP || (TrInput & IN_WALK && TrInput & IN_RIGHT))
{
if (TestLaraStepRight(item, coll))
item->Animation.TargetState = LS_STEP_RIGHT;
else
item->Animation.TargetState = LS_IDLE;
return;
}
if (TrInput & IN_LEFT)
{
item->Animation.TargetState = LS_TURN_LEFT_SLOW;
return;
}
else if (TrInput & IN_RIGHT)
{
item->Animation.TargetState = LS_TURN_RIGHT_SLOW;
return;
}
item->Animation.TargetState = LS_IDLE;
}
// Pseudo-state for idling in swamps.
void PseudoLaraAsSwampIdle(ItemInfo* item, CollisionInfo* coll)
{
auto* lara = GetLaraInfo(item);
if (TrInput & IN_FORWARD)
{
auto vaultResult = TestLaraVault(item, coll);
if (TrInput & IN_ACTION && vaultResult.Success)
{
item->Animation.TargetState = vaultResult.TargetState;
SetLaraVault(item, coll, vaultResult);
return;
}
else if (TestLaraWadeForwardSwamp(item, coll))
{
item->Animation.TargetState = LS_WADE_FORWARD;
return;
}
}
if (TrInput & IN_BACK && TestLaraWalkBackSwamp(item, coll))
{
item->Animation.TargetState = LS_WALK_BACK;
return;
}
if (TrInput & IN_LSTEP || (TrInput & IN_WALK && TrInput & IN_LEFT))
{
if (TestLaraStepLeftSwamp(item, coll))
item->Animation.TargetState = LS_STEP_LEFT;
else
item->Animation.TargetState = LS_IDLE;
return;
}
else if (TrInput & IN_RSTEP || (TrInput & IN_WALK && TrInput & IN_RIGHT))
{
if (TestLaraStepRightSwamp(item, coll))
item->Animation.TargetState = LS_STEP_RIGHT;
else
item->Animation.TargetState = LS_IDLE;
return;
}
if (TrInput & IN_LEFT)
{
item->Animation.TargetState = LS_TURN_LEFT_SLOW;
return;
}
else if (TrInput & IN_RIGHT)
{
item->Animation.TargetState = LS_TURN_RIGHT_SLOW;
return;
}
item->Animation.TargetState = LS_IDLE;
}
// State: LS_IDLE (2), LS_POSE (4), LS_SPLAT_SOFT (170)
// Control: lara_as_idle(), lara_as_pose()
void lara_col_idle(ItemInfo* item, CollisionInfo* coll)
{
auto* lara = GetLaraInfo(item);
bool isSwamp = TestEnvironment(ENV_FLAG_SWAMP, item);
item->Animation.Airborne = false;
item->Animation.VerticalVelocity = 0;
lara->Control.MoveAngle = (item->Animation.Velocity >= 0) ? item->Pose.Orientation.y : (item->Pose.Orientation.y + ANGLE(180.0f));
coll->Setup.LowerFloorBound = isSwamp ? NO_LOWER_BOUND : STEPUP_HEIGHT;
coll->Setup.UpperFloorBound = -STEPUP_HEIGHT;
coll->Setup.LowerCeilingBound = 0;
coll->Setup.BlockFloorSlopeDown = !isSwamp;
coll->Setup.BlockFloorSlopeUp = !isSwamp;
coll->Setup.ForwardAngle = lara->Control.MoveAngle;
GetCollisionInfo(coll, item);
// TODO: Better clamp handling. This can result in Lara standing above or below the floor. @Sezz 2022.04.01
/*if (TestLaraHitCeiling(coll))
{
SetLaraHitCeiling(item, coll);
return;
}*/
if (TestLaraFall(item, coll))
{
SetLaraFallAnimation(item);
return;
}
if (TestLaraSlide(item, coll))
{
SetLaraSlideAnimation(item, coll);
return;
}
if (TestAndDoLaraLadderClimb(item, coll))
return;
ShiftItem(item, coll);
if (TestLaraStep(item, coll))
{
DoLaraStep(item, coll);
return;
}
}
// State: LS_POSE (4)
// Collision: lara_col_idle()
void lara_as_pose(ItemInfo* item, CollisionInfo* coll)
{
if (item->HitPoints <= 0)
{
item->Animation.TargetState = LS_DEATH;
return;
}
if (TrInput & IN_LOOK)
LookUpDown(item);
if (TestLaraPose(item, coll))
{
if (TrInput & IN_ROLL)
{
item->Animation.TargetState = LS_ROLL_FORWARD;
return;
}
if (TrInput & IN_WAKE)
{
item->Animation.TargetState = LS_IDLE;
return;
}
item->Animation.TargetState = LS_POSE;
return;
}
item->Animation.TargetState = LS_IDLE;
}
// State: LS_RUN_BACK (5)
// Collision: lara_col_run_back()
void lara_as_run_back(ItemInfo* item, CollisionInfo* coll)
{
auto* lara = GetLaraInfo(item);
if (TrInput & (IN_LEFT | IN_RIGHT))
{
ModulateLaraTurnRateY(item, LARA_TURN_RATE_ACCEL, 0, LARA_MED_TURN_RATE_MAX);
ModulateLaraLean(item, coll, LARA_LEAN_RATE / 4, LARA_LEAN_MAX / 3);
}
if (TrInput & IN_ROLL)
{
item->Animation.TargetState = LS_ROLL_FORWARD;
return;
}
item->Animation.TargetState = LS_IDLE;
}
// State: LS_RUN_BACK (5)
// Control: lara_as_run_back()
void lara_col_run_back(ItemInfo* item, CollisionInfo* coll)
{
auto* lara = GetLaraInfo(item);
lara->Control.MoveAngle = item->Pose.Orientation.y + ANGLE(180.0f);
item->Animation.VerticalVelocity = 0;
item->Animation.Airborne = false;
coll->Setup.BlockFloorSlopeDown = true;
coll->Setup.LowerFloorBound = NO_LOWER_BOUND;
coll->Setup.UpperFloorBound = -STEPUP_HEIGHT;
coll->Setup.LowerCeilingBound = 0;
coll->Setup.ForwardAngle = lara->Control.MoveAngle;
GetCollisionInfo(coll, item);
if (TestLaraHitCeiling(coll))
{
SetLaraHitCeiling(item, coll);
return;
}
if (coll->Middle.Floor > (STEPUP_HEIGHT / 2))
{
SetLaraFallBackAnimation(item);
return;
}
if (TestLaraSlide(item, coll))
{
SetLaraSlideAnimation(item, coll);
return;
}
if (LaraDeflectEdge(item, coll))
LaraCollideStop(item, coll);
if (TestLaraStep(item, coll))
{
DoLaraStep(item, coll);
return;
}
}
// State: LS_TURN_RIGHT_SLOW (6)
// Collision: lara_col_turn_right_slow()
void lara_as_turn_right_slow(ItemInfo* item, CollisionInfo* coll)
{
auto* lara = GetLaraInfo(item);
bool isSwamp = TestEnvironment(ENV_FLAG_SWAMP, item);
lara->Control.CanLook = (isSwamp && lara->Control.WaterStatus == WaterStatus::Wade) ? false : true;
if (item->HitPoints <= 0)
{
item->Animation.TargetState = LS_DEATH;
return;
}
if (lara->Control.WaterStatus == WaterStatus::Wade)
{
if (isSwamp)
PsuedoLaraAsSwampTurnRightSlow(item, coll);
else USE_FEATURE_IF_CPP20([[likely]])
PsuedoLaraAsWadeTurnRightSlow(item, coll);
return;
}
ModulateLaraTurnRateY(item, LARA_TURN_RATE_ACCEL, 0, LARA_MED_FAST_TURN_RATE_MAX);
if (TrInput & IN_JUMP)
{
SetLaraJumpDirection(item, coll);
if (lara->Control.JumpDirection != JumpDirection::None)
{
item->Animation.TargetState = LS_JUMP_PREPARE;
return;
}
}
if (TrInput & IN_ROLL)
{
item->Animation.TargetState = LS_ROLL_FORWARD;
return;
}
if (TrInput & IN_CROUCH && TestLaraCrouch(item))
{
item->Animation.TargetState = LS_CROUCH_IDLE;
return;
}
if (TrInput & IN_FORWARD)
{
auto vaultResult = TestLaraVault(item, coll);
if (TrInput & IN_ACTION && vaultResult.Success)
{
item->Animation.TargetState = vaultResult.TargetState;
SetLaraVault(item, coll, vaultResult);
return;
}
else if (TrInput & IN_WALK)
{
if (TestLaraWalkForward(item, coll))
{
item->Animation.TargetState = LS_WALK_FORWARD;
return;
}
}
else if (TrInput & IN_SPRINT && TestLaraRunForward(item, coll))
{
item->Animation.TargetState = LS_SPRINT;
return;
}
else if (TestLaraRunForward(item, coll)) USE_FEATURE_IF_CPP20([[likely]])
{
item->Animation.TargetState = LS_RUN_FORWARD;
return;
}
}
else if (TrInput & IN_BACK)
{
if (TrInput & IN_WALK)
{
if (TestLaraWalkBack(item, coll))
{
item->Animation.TargetState = LS_WALK_BACK;
return;
}
}
else if (TestLaraRunBack(item, coll)) USE_FEATURE_IF_CPP20([[likely]])
{
item->Animation.TargetState = LS_RUN_BACK;
return;
}
}
if (TrInput & IN_LSTEP || (TrInput & IN_WALK && TrInput & IN_LEFT))
{
if (TestLaraStepLeft(item, coll))
item->Animation.TargetState = LS_STEP_LEFT;
else
item->Animation.TargetState = LS_IDLE;
return;
}
else if (TrInput & IN_RSTEP || (TrInput & IN_WALK && TrInput & IN_RIGHT))
{
if (TestLaraStepRight(item, coll))
item->Animation.TargetState = LS_STEP_RIGHT;
else
item->Animation.TargetState = LS_IDLE;
return;
}
if (TrInput & IN_RIGHT)
{
// TODO: This hasn't worked since TR1.
/*if (TrInput & IN_WALK)
{
item->Animation.TargetState = LS_TURN_RIGHT_SLOW;
if (lara->Control.TurnRate > LARA_SLOW_TURN_RATE_MAX)
lara->Control.TurnRate = LARA_SLOW_TURN_RATE_MAX;
}
else */if (lara->Control.TurnRate > LARA_SLOW_MED_TURN_RATE_MAX)
item->Animation.TargetState = LS_TURN_RIGHT_FAST;
else USE_FEATURE_IF_CPP20([[likely]])
item->Animation.TargetState = LS_TURN_RIGHT_SLOW;
return;
}
item->Animation.TargetState = LS_IDLE;
}
// Pseudo-state for turning right slowly in wade-height water.
void PsuedoLaraAsWadeTurnRightSlow(ItemInfo* item, CollisionInfo* coll)
{
auto* lara = GetLaraInfo(item);
ModulateLaraTurnRateY(item, LARA_TURN_RATE_ACCEL, 0, LARA_WADE_TURN_RATE_MAX);
if (TrInput & IN_JUMP && TestLaraJumpUp(item, coll))
{
item->Animation.TargetState = LS_JUMP_PREPARE;
lara->Control.JumpDirection = JumpDirection::Up;
return;
}
if (TrInput & IN_FORWARD)
{
auto vaultResult = TestLaraVault(item, coll);
if (TrInput & IN_ACTION && vaultResult.Success)
{
item->Animation.TargetState = vaultResult.TargetState;
SetLaraVault(item, coll, vaultResult);
return;
}
else if (TestLaraRunForward(item, coll)) USE_FEATURE_IF_CPP20([[likely]])
{
item->Animation.TargetState = LS_WADE_FORWARD;
return;
}
}
else if (TrInput & IN_BACK && TestLaraWalkBack(item, coll))
{
item->Animation.TargetState = LS_WALK_BACK;
return;
}
if (TrInput & IN_LSTEP || (TrInput & IN_WALK && TrInput & IN_LEFT))
{
if (TestLaraStepLeft(item, coll))
item->Animation.TargetState = LS_STEP_LEFT;
else
item->Animation.TargetState = LS_IDLE;
return;
}
else if (TrInput & IN_RSTEP || (TrInput & IN_WALK && TrInput & IN_RIGHT))
{
if (TestLaraStepRight(item, coll))
item->Animation.TargetState = LS_STEP_RIGHT;
else
item->Animation.TargetState = LS_IDLE;
return;
}
if (TrInput & IN_RIGHT)
{
item->Animation.TargetState = LS_TURN_RIGHT_SLOW;
return;
}
item->Animation.TargetState = LS_IDLE;
}
// Pseudo-state for turning right slowly in swamps.
void PsuedoLaraAsSwampTurnRightSlow(ItemInfo* item, CollisionInfo* coll)
{
auto* lara = GetLaraInfo(item);
ModulateLaraTurnRateY(item, LARA_TURN_RATE_ACCEL, 0, LARA_SWAMP_TURN_RATE_MAX);
if (TrInput & IN_FORWARD)
{
auto vaultResult = TestLaraVault(item, coll);
if (TrInput & IN_ACTION && vaultResult.Success)
{
item->Animation.TargetState = vaultResult.TargetState;
SetLaraVault(item, coll, vaultResult);
return;
}
else if (TestLaraWadeForwardSwamp(item, coll)) USE_FEATURE_IF_CPP20([[likely]])
{
item->Animation.TargetState = LS_WADE_FORWARD;
return;
}
}
else if (TrInput & IN_BACK && TestLaraWalkBackSwamp(item, coll))
{
item->Animation.TargetState = LS_WALK_BACK;
return;
}
if (TrInput & IN_LSTEP || (TrInput & IN_WALK && TrInput & IN_LEFT))
{
if (TestLaraStepLeftSwamp(item, coll))
item->Animation.TargetState = LS_STEP_LEFT;
else
item->Animation.TargetState = LS_IDLE;
return;
}
else if (TrInput & IN_RSTEP || (TrInput & IN_WALK && TrInput & IN_RIGHT))
{
if (TestLaraStepRightSwamp(item, coll))
item->Animation.TargetState = LS_STEP_RIGHT;
else
item->Animation.TargetState = LS_IDLE;
return;
}
if (TrInput & IN_RIGHT)
{
item->Animation.TargetState = LS_TURN_RIGHT_SLOW;
return;
}
item->Animation.TargetState = LS_IDLE;
}
// State: LS_TURN_RIGHT_SLOW (6)
// Control: lara_as_turn_right_slow()
void lara_col_turn_right_slow(ItemInfo* item, CollisionInfo* coll)
{
lara_col_idle(item, coll);
}
// State: LS_TURN_LEFT_SLOW (7)
// Collision: lara_col_turn_left_slow()
void lara_as_turn_left_slow(ItemInfo* item, CollisionInfo* coll)
{
auto* lara = GetLaraInfo(item);
bool isSwamp = TestEnvironment(ENV_FLAG_SWAMP, item);
lara->Control.CanLook = (isSwamp && lara->Control.WaterStatus == WaterStatus::Wade) ? false : true;
if (item->HitPoints <= 0)
{
item->Animation.TargetState = LS_DEATH;
return;
}
if (lara->Control.WaterStatus == WaterStatus::Wade)
{
if (isSwamp)
PsuedoLaraAsSwampTurnLeftSlow(item, coll);
else USE_FEATURE_IF_CPP20([[likely]])
PsuedoLaraAsWadeTurnLeftSlow(item, coll);
return;
}
ModulateLaraTurnRateY(item, LARA_TURN_RATE_ACCEL, 0, LARA_MED_FAST_TURN_RATE_MAX);
if (TrInput & IN_JUMP)
{
SetLaraJumpDirection(item, coll);
if (lara->Control.JumpDirection != JumpDirection::None)
{
item->Animation.TargetState = LS_JUMP_PREPARE;
return;
}
}
if (TrInput & IN_ROLL)
{
item->Animation.TargetState = LS_ROLL_FORWARD;
return;
}
if (TrInput & IN_CROUCH && TestLaraCrouch(item))
{
item->Animation.TargetState = LS_CROUCH_IDLE;
return;
}
if (TrInput & IN_FORWARD)
{
auto vaultResult = TestLaraVault(item, coll);
if (TrInput & IN_ACTION && vaultResult.Success)
{
item->Animation.TargetState = vaultResult.TargetState;
SetLaraVault(item, coll, vaultResult);
return;
}
else if(TrInput & IN_WALK)
{
if (TestLaraWalkForward(item, coll))
{
item->Animation.TargetState = LS_WALK_FORWARD;
return;
}
}
else if (TrInput & IN_SPRINT && TestLaraRunForward(item, coll))
{
item->Animation.TargetState = LS_SPRINT;
return;
}
else if (TestLaraRunForward(item, coll)) USE_FEATURE_IF_CPP20([[likely]])
{
item->Animation.TargetState = LS_RUN_FORWARD;
return;
}
}
else if (TrInput & IN_BACK)
{
if (TrInput & IN_WALK)
{
if (TestLaraWalkBack(item, coll))
{
item->Animation.TargetState = LS_WALK_BACK;
return;
}
}
else if (TestLaraRunBack(item, coll)) USE_FEATURE_IF_CPP20([[likely]])
{
item->Animation.TargetState = LS_RUN_BACK;
return;
}
}
if (TrInput & IN_LSTEP || (TrInput & IN_WALK && TrInput & IN_LEFT))
{
if (TestLaraStepLeft(item, coll))
item->Animation.TargetState = LS_STEP_LEFT;
else
item->Animation.TargetState = LS_IDLE;
return;
}
else if (TrInput & IN_RSTEP || (TrInput & IN_WALK && TrInput & IN_RIGHT))
{
if (TestLaraStepRight(item, coll))
item->Animation.TargetState = LS_STEP_RIGHT;
else
item->Animation.TargetState = LS_IDLE;
return;
}
if (TrInput & IN_LEFT)
{
// TODO: This hasn't worked since TR1.
/*if (TrInput & IN_WALK)
{
item->Animation.TargetState = LS_TURN_LEFT_SLOW;
if (lara->Control.TurnRate < -LARA_SLOW_TURN_RATE_MAX)
lara->Control.TurnRate = -LARA_SLOW_TURN_RATE_MAX;
}
else */if (lara->Control.TurnRate < -LARA_SLOW_MED_TURN_RATE_MAX)
item->Animation.TargetState = LS_TURN_LEFT_FAST;
else USE_FEATURE_IF_CPP20([[likely]])
item->Animation.TargetState = LS_TURN_LEFT_SLOW;
return;
}
item->Animation.TargetState = LS_IDLE;
}
// Pseudo-state for turning left slowly in wade-height water.
void PsuedoLaraAsWadeTurnLeftSlow(ItemInfo* item, CollisionInfo* coll)
{
auto* lara = GetLaraInfo(item);
ModulateLaraTurnRateY(item, LARA_TURN_RATE_ACCEL, 0, LARA_WADE_TURN_RATE_MAX);
if (TrInput & IN_JUMP && TestLaraJumpUp(item, coll))
{
item->Animation.TargetState = LS_JUMP_PREPARE;
lara->Control.JumpDirection = JumpDirection::Up;
return;
}
if (TrInput & IN_FORWARD)
{
auto vaultResult = TestLaraVault(item, coll);
if (TrInput & IN_ACTION && vaultResult.Success)
{
item->Animation.TargetState = vaultResult.TargetState;
SetLaraVault(item, coll, vaultResult);
return;
}
else if (TestLaraRunForward(item, coll)) USE_FEATURE_IF_CPP20([[likely]])
{
item->Animation.TargetState = LS_WADE_FORWARD;
return;
}
}
else if (TrInput & IN_BACK && TestLaraWalkBack(item, coll))
{
item->Animation.TargetState = LS_WALK_BACK;
return;
}
if (TrInput & IN_LSTEP || (TrInput & IN_WALK && TrInput & IN_LEFT))
{
if (TestLaraStepLeft(item, coll))
item->Animation.TargetState = LS_STEP_LEFT;
else
item->Animation.TargetState = LS_IDLE;
return;
}
else if (TrInput & IN_RSTEP || (TrInput & IN_WALK && TrInput & IN_RIGHT))
{
if (TestLaraStepRight(item, coll))
item->Animation.TargetState = LS_STEP_RIGHT;
else
item->Animation.TargetState = LS_IDLE;
return;
}
if (TrInput & IN_LEFT)
{
item->Animation.TargetState = LS_TURN_LEFT_SLOW;
return;
}
item->Animation.TargetState = LS_IDLE;
}
// Pseudo-state for turning left slowly in swamps.
void PsuedoLaraAsSwampTurnLeftSlow(ItemInfo* item, CollisionInfo* coll)
{
auto* lara = GetLaraInfo(item);
ModulateLaraTurnRateY(item, LARA_TURN_RATE_ACCEL, 0, LARA_SWAMP_TURN_RATE_MAX);
if (TrInput & IN_FORWARD)
{
auto vaultResult = TestLaraVault(item, coll);
if (TrInput & IN_ACTION && vaultResult.Success)
{
item->Animation.TargetState = vaultResult.TargetState;
SetLaraVault(item, coll, vaultResult);
return;
}
else if (TestLaraWadeForwardSwamp(item, coll)) USE_FEATURE_IF_CPP20([[likely]])
{
item->Animation.TargetState = LS_WADE_FORWARD;
return;
}
}
else if (TrInput & IN_BACK && TestLaraWalkBackSwamp(item, coll))
{
item->Animation.TargetState = LS_WALK_BACK;
return;
}
if (TrInput & IN_LSTEP || (TrInput & IN_WALK && TrInput & IN_LEFT))
{
if (TestLaraStepLeftSwamp(item, coll))
item->Animation.TargetState = LS_STEP_LEFT;
else
item->Animation.TargetState = LS_IDLE;
return;
}
else if (TrInput & IN_RSTEP || (TrInput & IN_WALK && TrInput & IN_RIGHT))
{
if (TestLaraStepRightSwamp(item, coll))
item->Animation.TargetState = LS_STEP_RIGHT;
else
item->Animation.TargetState = LS_IDLE;
return;
}
if (TrInput & IN_LEFT)
{
item->Animation.TargetState = LS_TURN_LEFT_SLOW;
return;
}
item->Animation.TargetState = LS_IDLE;
}
// State: LS_TURN_LEFT_SLOW (7)
// Control: lara_as_turn_left_slow()
void lara_col_turn_left_slow(ItemInfo* item, CollisionInfo* coll)
{
lara_col_turn_right_slow(item, coll);
}
// State: LS_DEATH (8)
// Collision: lara_col_death()
void lara_as_death(ItemInfo* item, CollisionInfo* coll)
{
auto* lara = GetLaraInfo(item);
lara->Control.CanLook = false;
coll->Setup.EnableObjectPush = false;
coll->Setup.EnableSpasm = false;
if (BinocularRange)
{
BinocularRange = 0;
LaserSight = false;
AlterFOV(ANGLE(80.0f));
item->MeshBits = ALL_JOINT_BITS;
lara->Inventory.IsBusy = false;
}
}
// State: LS_DEATH (8)
// Control: lara_as_death()
void lara_col_death(ItemInfo* item, CollisionInfo* coll)
{
auto* lara = GetLaraInfo(item);
item->Animation.Airborne = false;
lara->Control.MoveAngle = item->Pose.Orientation.y;
coll->Setup.LowerFloorBound = STEPUP_HEIGHT;
coll->Setup.UpperFloorBound = -STEPUP_HEIGHT;
coll->Setup.LowerCeilingBound = 0;
coll->Setup.Radius = LARA_RADIUS_DEATH;
coll->Setup.ForwardAngle = lara->Control.MoveAngle;
GetCollisionInfo(coll, item);
StopSoundEffect(SFX_TR4_LARA_FALL);
item->HitPoints = -1;
lara->Air = -1;
ShiftItem(item, coll);
if (TestLaraStep(item, coll))
{
DoLaraStep(item, coll);
return;
}
}
// State: LS_SPLAT (12)
// Collision: lara_col_splat()
void lara_as_splat(ItemInfo* item, CollisionInfo* coll)
{
auto* lara = GetLaraInfo(item);
lara->Control.CanLook = false;
}
// State: LS_SPLAT (12)
// Control: lara_as_splat()
void lara_col_splat(ItemInfo* item, CollisionInfo* coll)
{
auto* lara = GetLaraInfo(item);
lara->Control.MoveAngle = item->Pose.Orientation.y;
coll->Setup.BlockFloorSlopeUp = true;
coll->Setup.BlockFloorSlopeDown = true;
coll->Setup.LowerFloorBound = STEPUP_HEIGHT;
coll->Setup.UpperFloorBound = -STEPUP_HEIGHT;
coll->Setup.LowerCeilingBound = 0;
coll->Setup.ForwardAngle = lara->Control.MoveAngle;
GetCollisionInfo(coll, item);
ShiftItem(item, coll);
if (TestLaraStep(item, coll))
{
DoLaraStep(item, coll);
return;
}
}
// State: LS_WALK_BACK (16)
// Collision: lara_col_walk_back()
void lara_as_walk_back(ItemInfo* item, CollisionInfo* coll)
{
auto* lara = GetLaraInfo(item);
bool isSwamp = TestEnvironment(ENV_FLAG_SWAMP, item);
lara->Control.CanLook = (isSwamp && lara->Control.WaterStatus == WaterStatus::Wade) ? false : true;
if (item->HitPoints <= 0)
{
item->Animation.TargetState = LS_DEATH;
return;
}
if (lara->Control.IsMoving)
return;
if (isSwamp && lara->Control.WaterStatus == WaterStatus::Wade)
{
PseudoLaraAsSwampWalkBack(item, coll);
return;
}
if (TrInput & (IN_LEFT | IN_RIGHT))
{
ModulateLaraTurnRateY(item, LARA_TURN_RATE_ACCEL, 0, LARA_SLOW_TURN_RATE_MAX);
ModulateLaraLean(item, coll, LARA_LEAN_RATE / 4, LARA_LEAN_MAX / 3);
}
if (TrInput & IN_BACK &&
(TrInput & IN_WALK || lara->Control.WaterStatus == WaterStatus::Wade))
{
item->Animation.TargetState = LS_WALK_BACK;
return;
}
item->Animation.TargetState = LS_IDLE;
}
// Pseudo-state for walking back in swamps.
void PseudoLaraAsSwampWalkBack(ItemInfo* item, CollisionInfo* coll)
{
auto* lara = GetLaraInfo(item);
if (TrInput & (IN_LEFT | IN_RIGHT))
{
ModulateLaraTurnRateY(item, LARA_TURN_RATE_ACCEL, 0, LARA_SLOW_TURN_RATE_MAX / 3);
ModulateLaraLean(item, coll, LARA_LEAN_RATE / 3, LARA_LEAN_MAX / 3);
}
if (TrInput & IN_BACK)
{
item->Animation.TargetState = LS_WALK_BACK;
return;
}
item->Animation.TargetState = LS_IDLE;
}
// State: LS_WALK_BACK (16)
// Control: lara_as_walk_back()
void lara_col_walk_back(ItemInfo* item, CollisionInfo* coll)
{
auto* lara = GetLaraInfo(item);
bool isSwamp = TestEnvironment(ENV_FLAG_SWAMP, item);
lara->Control.MoveAngle = item->Pose.Orientation.y + ANGLE(180.0f);
item->Animation.Airborne = false;
item->Animation.VerticalVelocity = 0;
coll->Setup.LowerFloorBound = (lara->Control.WaterStatus == WaterStatus::Wade) ? NO_LOWER_BOUND : STEPUP_HEIGHT;
coll->Setup.UpperFloorBound = -STEPUP_HEIGHT;
coll->Setup.LowerCeilingBound = 0;
coll->Setup.BlockFloorSlopeDown = !isSwamp;
coll->Setup.BlockFloorSlopeUp = !isSwamp;
coll->Setup.BlockDeathFloorDown = true;
coll->Setup.ForwardAngle = lara->Control.MoveAngle;
GetCollisionInfo(coll, item);
if (TestLaraHitCeiling(coll))
{
SetLaraHitCeiling(item, coll);
return;
}
if (TestLaraFall(item, coll))
{
SetLaraFallAnimation(item);
return;
}
if (TestLaraSlide(item, coll))
{
SetLaraSlideAnimation(item, coll);
return;
}
if (LaraDeflectEdge(item, coll))
LaraCollideStop(item, coll);
if (TestLaraStep(item, coll))
{
DoLaraStep(item, coll);
return;
}
}
// State: LS_TURN_RIGHT_FAST (20)
// Collision: lara_col_turn_right_fast()
void lara_as_turn_right_fast(ItemInfo* item, CollisionInfo* coll)
{
auto* lara = GetLaraInfo(item);
if (item->HitPoints <= 0)
{
item->Animation.TargetState = LS_DEATH;
return;
}
ModulateLaraTurnRateY(item, LARA_TURN_RATE_ACCEL, LARA_MED_TURN_RATE_MAX, LARA_FAST_TURN_RATE_MAX);
if (TrInput & IN_JUMP)
{
SetLaraJumpDirection(item, coll);
if (lara->Control.JumpDirection != JumpDirection::None)
{
item->Animation.TargetState = LS_JUMP_PREPARE;
return;
}
}
if (TrInput & IN_ROLL &&
lara->Control.WaterStatus != WaterStatus::Wade)
{
item->Animation.TargetState = LS_ROLL_FORWARD;
return;
}
if (TrInput & IN_CROUCH && TestLaraCrouch(item))
{
item->Animation.TargetState = LS_CROUCH_IDLE;
return;
}
if (TrInput & IN_FORWARD)
{
auto vaultResult = TestLaraVault(item, coll);
if (TrInput & IN_ACTION && vaultResult.Success)
{
item->Animation.TargetState = vaultResult.TargetState;
SetLaraVault(item, coll, vaultResult);
return;
}
else if (lara->Control.WaterStatus == WaterStatus::Wade)
{
if (TestLaraRunForward(item, coll))
{
item->Animation.TargetState = LS_WADE_FORWARD;
return;
}
}
else if (TrInput & IN_WALK)
{
if (TestLaraWalkForward(item, coll))
{
item->Animation.TargetState = LS_WALK_FORWARD;
return;
}
}
else if (TrInput & IN_SPRINT && TestLaraRunForward(item, coll))
{
item->Animation.TargetState = LS_SPRINT;
return;
}
else if (TestLaraRunForward(item, coll)) USE_FEATURE_IF_CPP20([[likely]])
{
item->Animation.TargetState = LS_RUN_FORWARD;
return;
}
}
else if (TrInput & IN_BACK)
{
if (TrInput & IN_WALK)
{
if (TestLaraWalkBack(item, coll))
{
item->Animation.TargetState = LS_WALK_BACK;
return;
}
}
else if (TestLaraRunBack(item, coll)) USE_FEATURE_IF_CPP20([[likely]])
{
item->Animation.TargetState = LS_RUN_BACK;
return;
}
}
if (TrInput & IN_LSTEP || (TrInput & IN_WALK && TrInput & IN_LEFT))
{
if (TestLaraStepLeft(item, coll))
item->Animation.TargetState = LS_STEP_LEFT;
else
item->Animation.TargetState = LS_IDLE;
return;
}
else if (TrInput & IN_RSTEP || (TrInput & IN_WALK && TrInput & IN_RIGHT))
{
if (TestLaraStepRight(item, coll))
item->Animation.TargetState = LS_STEP_RIGHT;
else
item->Animation.TargetState = LS_IDLE;
return;
}
// TODO: Hold WALK to slow down again? Will require introduction more player options.
if (TrInput & IN_RIGHT)
{
item->Animation.TargetState = LS_TURN_RIGHT_FAST;
return;
}
item->Animation.TargetState = LS_IDLE;
}
// State: LS_TURN_RIGHT_FAST (20)
// Control: lara_as_turn_right_fast()
void lara_col_turn_right_fast(ItemInfo* item, CollisionInfo* coll)
{
lara_col_idle(item, coll);
}
// State: LS_TURN_LEFT_FAST (152)
// Collision: lara_col_turn_left_fast()
void lara_as_turn_left_fast(ItemInfo* item, CollisionInfo* coll)
{
auto* lara = GetLaraInfo(item);
if (item->HitPoints <= 0)
{
item->Animation.TargetState = LS_DEATH;
return;
}
ModulateLaraTurnRateY(item, LARA_TURN_RATE_ACCEL, LARA_MED_TURN_RATE_MAX, LARA_FAST_TURN_RATE_MAX);
if (TrInput & IN_JUMP)
{
SetLaraJumpDirection(item, coll);
if (lara->Control.JumpDirection != JumpDirection::None)
{
item->Animation.TargetState = LS_JUMP_PREPARE;
return;
}
}
if (TrInput & IN_ROLL &&
lara->Control.WaterStatus != WaterStatus::Wade)
{
item->Animation.TargetState = LS_ROLL_FORWARD;
return;
}
if (TrInput & IN_CROUCH && TestLaraCrouch(item))
{
item->Animation.TargetState = LS_CROUCH_IDLE;
return;
}
if (TrInput & IN_FORWARD)
{
auto vaultResult = TestLaraVault(item, coll);
if (TrInput & IN_ACTION && vaultResult.Success)
{
item->Animation.TargetState = vaultResult.TargetState;
SetLaraVault(item, coll, vaultResult);
return;
}
else if(lara->Control.WaterStatus == WaterStatus::Wade)
{
if (TestLaraRunForward(item, coll))
{
item->Animation.TargetState = LS_WADE_FORWARD;
return;
}
}
else if (TrInput & IN_WALK)
{
if (TestLaraWalkForward(item, coll))
{
item->Animation.TargetState = LS_WALK_FORWARD;
return;
}
}
else if (TrInput & IN_SPRINT && TestLaraRunForward(item, coll))
{
item->Animation.TargetState = LS_SPRINT;
return;
}
else if (TestLaraRunForward(item, coll)) USE_FEATURE_IF_CPP20([[likely]])
{
item->Animation.TargetState = LS_RUN_FORWARD;
return;
}
}
else if (TrInput & IN_BACK)
{
if (TrInput & IN_WALK)
{
if (TestLaraWalkBack(item, coll))
{
item->Animation.TargetState = LS_WALK_BACK;
return;
}
}
else if (TestLaraRunBack(item, coll)) USE_FEATURE_IF_CPP20([[likely]])
{
item->Animation.TargetState = LS_RUN_BACK;
return;
}
}
if (TrInput & IN_LSTEP || (TrInput & IN_WALK && TrInput & IN_LEFT))
{
if (TestLaraStepLeft(item, coll))
item->Animation.TargetState = LS_STEP_LEFT;
else
item->Animation.TargetState = LS_IDLE;
return;
}
else if (TrInput & IN_RSTEP || (TrInput & IN_WALK && TrInput & IN_RIGHT))
{
if (TestLaraStepRight(item, coll))
item->Animation.TargetState = LS_STEP_RIGHT;
else
item->Animation.TargetState = LS_IDLE;
return;
}
if (TrInput & IN_LEFT)
{
item->Animation.TargetState = LS_TURN_LEFT_FAST;
return;
}
item->Animation.TargetState = LS_IDLE;
}
// State: LS_TURN_LEFT_FAST (152)
// Control: lara_as_turn_left_fast()
void lara_col_turn_left_fast(ItemInfo* item, CollisionInfo* coll)
{
lara_col_idle(item, coll);
}
// State: LS_STEP_RIGHT (21)
// Collision: lara_col_step_right()
void lara_as_step_right(ItemInfo* item, CollisionInfo* coll)
{
auto* lara = GetLaraInfo(item);
lara->Control.CanLook = false;
if (item->HitPoints <= 0)
{
item->Animation.TargetState = LS_DEATH;
return;
}
if (lara->Control.IsMoving)
return;
if (!(TrInput & IN_WALK)) // WALK locks orientation.
{
if (TrInput & (IN_LEFT | IN_RIGHT))
ModulateLaraTurnRateY(item, LARA_TURN_RATE_ACCEL, 0, LARA_SLOW_TURN_RATE_MAX);
}
// TODO: Funky?
if (TrInput & IN_RSTEP || (TrInput & IN_WALK && TrInput & IN_RIGHT))
{
item->Animation.TargetState = LS_STEP_RIGHT;
return;
}
item->Animation.TargetState = LS_IDLE;
}
// State: LS_STEP_RIGHT (21)
// Control: lara_as_step_right()
void lara_col_step_right(ItemInfo* item, CollisionInfo* coll)
{
auto* lara = GetLaraInfo(item);
bool isSwamp = TestEnvironment(ENV_FLAG_SWAMP, item);
lara->Control.MoveAngle = item->Pose.Orientation.y + ANGLE(90.0f);
item->Animation.Airborne = false;
item->Animation.VerticalVelocity = 0;
coll->Setup.LowerFloorBound = (lara->Control.WaterStatus == WaterStatus::Wade) ? NO_LOWER_BOUND : CLICK(0.8f);
coll->Setup.UpperFloorBound = -CLICK(0.8f);
coll->Setup.LowerCeilingBound = 0;
coll->Setup.BlockFloorSlopeDown = !isSwamp;
coll->Setup.BlockFloorSlopeUp = !isSwamp;
coll->Setup.BlockDeathFloorDown = true;
coll->Setup.ForwardAngle = lara->Control.MoveAngle;
GetCollisionInfo(coll, item);
if (TestLaraHitCeiling(coll))
{
SetLaraHitCeiling(item, coll);
return;
}
if (TestLaraFall(item, coll))
{
SetLaraFallAnimation(item);
return;
}
if (TestLaraSlide(item, coll))
{
SetLaraSlideAnimation(item, coll);
return;
}
if (LaraDeflectEdge(item, coll))
{
item->Animation.TargetState = LS_SOFT_SPLAT;
if (GetChange(item, &g_Level.Anims[item->Animation.AnimNumber]))
{
item->Animation.ActiveState = LS_SOFT_SPLAT;
return;
}
LaraCollideStop(item, coll);
}
if (TestLaraStep(item, coll) || isSwamp)
{
DoLaraStep(item, coll);
return;
}
}
// State: LS_STEP_LEFT (22)
// Collision: lara_col_step_left()
void lara_as_step_left(ItemInfo* item, CollisionInfo* coll)
{
auto* lara = GetLaraInfo(item);
lara->Control.CanLook = false;
if (item->HitPoints <= 0)
{
item->Animation.TargetState = LS_DEATH;
return;
}
if (lara->Control.IsMoving)
return;
if (!(TrInput & IN_WALK)) // WALK locks orientation.
{
if (TrInput & (IN_LEFT | IN_RIGHT))
ModulateLaraTurnRateY(item, LARA_TURN_RATE_ACCEL, 0, LARA_SLOW_TURN_RATE_MAX);
}
if (TrInput & IN_LSTEP || (TrInput & IN_WALK && TrInput & IN_LEFT))
{
item->Animation.TargetState = LS_STEP_LEFT;
return;
}
item->Animation.TargetState = LS_IDLE;
}
// State: LS_STEP_LEFT (22)
// Control: lara_as_step_left()
void lara_col_step_left(ItemInfo* item, CollisionInfo* coll)
{
auto* lara = GetLaraInfo(item);
bool isSwamp = TestEnvironment(ENV_FLAG_SWAMP, item);
lara->Control.MoveAngle = item->Pose.Orientation.y - ANGLE(90.0f);
item->Animation.Airborne = false;
item->Animation.VerticalVelocity = 0;
coll->Setup.LowerFloorBound = (lara->Control.WaterStatus == WaterStatus::Wade) ? NO_LOWER_BOUND : CLICK(0.8f);
coll->Setup.UpperFloorBound = -CLICK(0.8f);
coll->Setup.LowerCeilingBound = 0;
coll->Setup.BlockFloorSlopeDown = !isSwamp;
coll->Setup.BlockFloorSlopeUp = !isSwamp;
coll->Setup.BlockDeathFloorDown = true;
coll->Setup.ForwardAngle = lara->Control.MoveAngle;
GetCollisionInfo(coll, item);
if (TestLaraHitCeiling(coll))
{
SetLaraHitCeiling(item, coll);
return;
}
if (TestLaraFall(item, coll))
{
SetLaraFallAnimation(item);
return;
}
if (TestLaraSlide(item, coll))
{
SetLaraSlideAnimation(item, coll);
return;
}
if (LaraDeflectEdge(item, coll))
{
item->Animation.TargetState = LS_SOFT_SPLAT;
if (GetChange(item, &g_Level.Anims[item->Animation.AnimNumber]))
{
item->Animation.ActiveState = LS_SOFT_SPLAT;
return;
}
LaraCollideStop(item, coll);
}
if (TestLaraStep(item, coll) || isSwamp)
{
DoLaraStep(item, coll);
return;
}
}
// State: LS_ROLL_BACK (23)
// Collision: lara_col_roll_back()
void lara_as_roll_back(ItemInfo* item, CollisionInfo* coll)
{
auto* lara = GetLaraInfo(item);
lara->Control.CanLook = false;
if (TrInput & IN_ROLL)
{
item->Animation.TargetState = LS_ROLL_BACK;
return;
}
item->Animation.TargetState = LS_IDLE;
}
// State: LS_ROLL_BACK (23)
// Control: lara_as_roll_back()
void lara_col_roll_back(ItemInfo* item, CollisionInfo* coll)
{
auto* lara = GetLaraInfo(item);
lara->Control.MoveAngle = item->Pose.Orientation.y + ANGLE(180.0f);
item->Animation.Airborne = false;
item->Animation.VerticalVelocity = 0;
coll->Setup.LowerFloorBound = NO_LOWER_BOUND;
coll->Setup.UpperFloorBound = -STEPUP_HEIGHT;
coll->Setup.LowerCeilingBound = 0;
coll->Setup.BlockFloorSlopeUp = true;
coll->Setup.ForwardAngle = lara->Control.MoveAngle;
Camera.laraNode = 0;
GetCollisionInfo(coll, item);
if (TestLaraHitCeiling(coll))
{
SetLaraHitCeiling(item, coll);
return;
}
if (TestLaraSlide(item, coll))
{
SetLaraSlideAnimation(item, coll);
return;
}
if (coll->Middle.Floor > (STEPUP_HEIGHT / 2))
{
SetLaraFallBackAnimation(item);
return;
}
ShiftItem(item, coll);
if (TestLaraStep(item, coll))
{
DoLaraStep(item, coll);
return;
}
}
// State: LS_ROLL_FORWARD (45)
// Collision: lara_col_roll_forward()
void lara_as_roll_forward(ItemInfo* item, CollisionInfo* coll)
{
auto* lara = GetLaraInfo(item);
lara->Control.CanLook = false;
// TODO: Change swandive roll anim's state to something sensible.
if (TrInput & IN_FORWARD &&
item->Animation.AnimNumber == LA_SWANDIVE_ROLL) // Hack.
{
item->Animation.TargetState = LS_RUN_FORWARD;
return;
}
if (TrInput & IN_ROLL)
{
item->Animation.TargetState = LS_ROLL_FORWARD;
return;
}
item->Animation.TargetState = LS_IDLE;
}
// State: LS_ROLL_FORWARD (45)
// Control: lara_as_roll_forward()
void lara_col_roll_forward(ItemInfo* item, CollisionInfo* coll)
{
auto* lara = GetLaraInfo(item);
lara->Control.MoveAngle = item->Pose.Orientation.y;
item->Animation.Airborne = false;
item->Animation.VerticalVelocity = 0;
coll->Setup.LowerFloorBound = NO_LOWER_BOUND;
coll->Setup.UpperFloorBound = -STEPUP_HEIGHT;
coll->Setup.LowerCeilingBound = 0;
coll->Setup.BlockFloorSlopeUp = true;
coll->Setup.ForwardAngle = lara->Control.MoveAngle;
GetCollisionInfo(coll, item);
if (TestLaraHitCeiling(coll))
{
SetLaraHitCeiling(item, coll);
return;
}
if (TestLaraFall(item, coll))
{
SetLaraFallAnimation(item);
return;
}
if (TestLaraSlide(item, coll))
{
SetLaraSlideAnimation(item, coll);
return;
}
ShiftItem(item, coll);
if (TestLaraStep(item, coll))
{
DoLaraStep(item, coll);
return;
}
}
// State: LS_WADE_FORWARD (65)
// Collision: lara_col_wade_forward()
void lara_as_wade_forward(ItemInfo* item, CollisionInfo* coll)
{
auto* lara = GetLaraInfo(item);
bool isSwamp = TestEnvironment(ENV_FLAG_SWAMP, item);
lara->Control.CanLook = (isSwamp && lara->Control.WaterStatus == WaterStatus::Wade) ? false : true;
Camera.targetElevation = -ANGLE(22.0f);
if (item->HitPoints <= 0)
{
item->Animation.TargetState = LS_IDLE;
return;
}
if (isSwamp)
{
PseudoLaraAsSwampWadeForward(item, coll);
return;
}
if (TrInput & (IN_LEFT | IN_RIGHT))
{
ModulateLaraTurnRateY(item, LARA_TURN_RATE_ACCEL, 0, LARA_MED_TURN_RATE_MAX);
ModulateLaraLean(item, coll, LARA_LEAN_RATE / 2, LARA_LEAN_MAX);
}
if (TrInput & IN_FORWARD)
{
auto vaultResult = TestLaraVault(item, coll);
if (TrInput & IN_ACTION && vaultResult.Success)
{
item->Animation.TargetState = vaultResult.TargetState;
SetLaraVault(item, coll, vaultResult);
return;
}
else if (lara->Control.WaterStatus == WaterStatus::Dry)
item->Animation.TargetState = LS_RUN_FORWARD;
else USE_FEATURE_IF_CPP20([[likely]])
item->Animation.TargetState = LS_WADE_FORWARD;
return;
}
item->Animation.TargetState = LS_IDLE;
}
// Pseudo-state for wading in swamps.
void PseudoLaraAsSwampWadeForward(ItemInfo* item, CollisionInfo* coll)
{
auto* lara = GetLaraInfo(item);
if (TrInput & (IN_LEFT | IN_RIGHT))
{
ModulateLaraTurnRateY(item, LARA_TURN_RATE_ACCEL, 0, LARA_SWAMP_TURN_RATE_MAX);
ModulateLaraLean(item, coll, LARA_LEAN_RATE / 3, LARA_LEAN_MAX * 0.6f);
}
if (TrInput & IN_FORWARD)
{
auto vaultResult = TestLaraVault(item, coll);
if (TrInput & IN_ACTION && vaultResult.Success)
{
item->Animation.TargetState = vaultResult.TargetState;
SetLaraVault(item, coll, vaultResult);
return;
}
else USE_FEATURE_IF_CPP20([[likely]])
item->Animation.TargetState = LS_WADE_FORWARD;
return;
}
item->Animation.TargetState = LS_IDLE;
}
// State: LS_WADE_FORWARD (65)
// Control: lara_as_wade_forward()
void lara_col_wade_forward(ItemInfo* item, CollisionInfo* coll)
{
auto* lara = GetLaraInfo(item);
bool isSwamp = TestEnvironment(ENV_FLAG_SWAMP, item);
lara->Control.MoveAngle = item->Pose.Orientation.y;
coll->Setup.LowerFloorBound = NO_LOWER_BOUND;
coll->Setup.UpperFloorBound = -STEPUP_HEIGHT;
coll->Setup.LowerCeilingBound = 0;
coll->Setup.BlockFloorSlopeUp = !isSwamp;
coll->Setup.ForwardAngle = lara->Control.MoveAngle;
GetCollisionInfo(coll, item);
if (TestLaraHitCeiling(coll))
{
SetLaraHitCeiling(item, coll);
return;
}
if (TestAndDoLaraLadderClimb(item, coll))
return;
if (LaraDeflectEdge(item, coll))
{
item->Pose.Orientation.z = 0;
item->Animation.TargetState = LS_SOFT_SPLAT;
if (GetChange(item, &g_Level.Anims[item->Animation.AnimNumber]))
{
item->Animation.ActiveState = LS_SOFT_SPLAT;
return;
}
LaraCollideStop(item, coll);
}
if (TestLaraStep(item, coll) || isSwamp)
{
DoLaraStep(item, coll);
return;
}
}
// State: LS_SPRINT (73)
// Collision: lara_col_sprint()
void lara_as_sprint(ItemInfo* item, CollisionInfo* coll)
{
auto* lara = GetLaraInfo(item);
lara->SprintEnergy--;
lara->Control.Count.Run++;
if (lara->Control.Count.Run > LARA_SPRINT_JUMP_TIME)
lara->Control.Count.Run = LARA_SPRINT_JUMP_TIME;
if (item->HitPoints <= 0)
{
item->Animation.TargetState = LS_DEATH;
return;
}
if (TrInput & (IN_LEFT | IN_RIGHT))
{
ModulateLaraTurnRateY(item, LARA_TURN_RATE_ACCEL, 0, LARA_SLOW_TURN_RATE_MAX);
ModulateLaraLean(item, coll, LARA_LEAN_RATE, LARA_LEAN_MAX);
}
if (TrInput & IN_JUMP || lara->Control.RunJumpQueued)
{
if (TrInput & IN_WALK || !g_GameFlow->HasSprintJump())
{
item->Animation.TargetState = LS_SPRINT_DIVE;
return;
}
else if (TrInput & IN_SPRINT && lara->Control.Count.Run >= LARA_SPRINT_JUMP_TIME &&
TestLaraRunJumpForward(item, coll) && HasStateDispatch(item, LS_JUMP_FORWARD))
{
item->Animation.TargetState = LS_JUMP_FORWARD;
return;
}
SetLaraRunJumpQueue(item, coll);
}
if (TrInput & IN_CROUCH && TestLaraCrouch(item))
{
item->Animation.TargetState = LS_CROUCH_IDLE;
return;
}
// TODO: Supposedly there is a bug wherein sprinting into the boundary between shallow and deep water
// while meeting some condition allows Lara to run around in the water room. Investigate. @Sezz 2021.09.29
if (TrInput & IN_FORWARD)
{
auto vaultResult = TestLaraVault(item, coll);
if (TrInput & IN_ACTION && vaultResult.Success &&
!TestLaraWall(item, OFFSET_RADIUS(coll->Setup.Radius), -CLICK(2.5f))) // HACK: Allow immediate vault only in the case of a soft splat.
{
item->Animation.TargetState = vaultResult.TargetState;
SetLaraVault(item, coll, vaultResult);
return;
}
else if (lara->Control.WaterStatus == WaterStatus::Wade)
item->Animation.TargetState = LS_RUN_FORWARD; // TODO: Dispatch to wade forward state directly. @Sezz 2021.09.29
else if (TrInput & IN_WALK)
item->Animation.TargetState = LS_RUN_FORWARD;
else if (TrInput & IN_SPRINT && lara->SprintEnergy > 0) USE_FEATURE_IF_CPP20([[likely]])
item->Animation.TargetState = LS_SPRINT;
else
item->Animation.TargetState = LS_RUN_FORWARD;
return;
}
item->Animation.TargetState = LS_IDLE;
}
// State: LS_SPRINT (73)
// Control: lara_as_sprint()
void lara_col_sprint(ItemInfo* item, CollisionInfo* coll)
{
auto* lara = GetLaraInfo(item);
lara->Control.MoveAngle = item->Pose.Orientation.y;
coll->Setup.LowerFloorBound = NO_LOWER_BOUND;
coll->Setup.UpperFloorBound = -STEPUP_HEIGHT;
coll->Setup.LowerCeilingBound = 0;
coll->Setup.BlockFloorSlopeUp = true;
coll->Setup.ForwardAngle = lara->Control.MoveAngle;
GetCollisionInfo(coll, item);
if (TestLaraHitCeiling(coll))
{
SetLaraHitCeiling(item, coll);
return;
}
if (TestLaraFall(item, coll))
{
SetLaraFallAnimation(item);
return;
}
if (TestLaraSlide(item, coll))
{
SetLaraSlideAnimation(item, coll);
return;
}
if (LaraDeflectEdge(item, coll))
{
item->Pose.Orientation.z = 0;
if (TestLaraWall(item, OFFSET_RADIUS(coll->Setup.Radius), -CLICK(2.5f)) ||
coll->HitTallObject)
{
Rumble(0.5f, 0.15f);
item->Animation.TargetState = LS_SPLAT;
if (GetChange(item, &g_Level.Anims[item->Animation.AnimNumber]))
{
item->Animation.ActiveState = LS_SPLAT;
return;
}
}
item->Animation.TargetState = LS_SOFT_SPLAT;
if (GetChange(item, &g_Level.Anims[item->Animation.AnimNumber]))
{
item->Animation.ActiveState = LS_SOFT_SPLAT;
return;
}
LaraCollideStop(item, coll);
}
if (TestAndDoLaraLadderClimb(item, coll))
return;
if (TestLaraStep(item, coll) && coll->CollisionType != CT_FRONT)
{
DoLaraStep(item, coll);
return;
}
}
// State: LS_SPRINT_DIVE (74)
// Collision: lara_col_sprint_dive()
void lara_as_sprint_dive(ItemInfo* item, CollisionInfo* coll)
{
auto* lara = GetLaraInfo(item);
lara->Control.Count.Run++;
if (lara->Control.Count.Run > LARA_RUN_JUMP_TIME)
lara->Control.Count.Run = LARA_RUN_JUMP_TIME;
if (TrInput & (IN_LEFT | IN_RIGHT))
{
ModulateLaraTurnRateY(item, LARA_TURN_RATE_ACCEL, 0, LARA_SLOW_TURN_RATE_MAX);
ModulateLaraLean(item, coll, LARA_LEAN_RATE, LARA_LEAN_MAX * 0.6f);
}
item->Animation.TargetState = LS_RUN_FORWARD;
}
// State: LS_SPRINT_DIVE (74)
// Control: lara_col_sprint_dive()
void lara_col_sprint_dive(ItemInfo* item, CollisionInfo* coll)
{
auto* lara = GetLaraInfo(item);
lara->Control.MoveAngle = (item->Animation.Velocity >= 0) ? item->Pose.Orientation.y : item->Pose.Orientation.y + ANGLE(180.0f);
coll->Setup.LowerFloorBound = NO_LOWER_BOUND;
coll->Setup.UpperFloorBound = -STEPUP_HEIGHT;
coll->Setup.LowerCeilingBound = BAD_JUMP_CEILING;
coll->Setup.BlockFloorSlopeUp = true;
coll->Setup.ForwardAngle = lara->Control.MoveAngle;
GetCollisionInfo(coll, item);
LaraDeflectEdgeJump(item, coll);
if (TestLaraFall(item, coll))
{
SetLaraFallAnimation(item);
return;
}
if (item->Animation.Velocity < 0)
lara->Control.MoveAngle = item->Pose.Orientation.y; // ???
ShiftItem(item, coll);
if (TestLaraStep(item, coll))
{
DoLaraStep(item, coll);
return;
}
}